"use strict";
cc._RF.push(module, 'b01738I+0lEjbbWOlWViSOA', 'CarConstant');
// scripts/CarConstant.js

"use strict";

var t = require;
var e = module;
var o = exports;
Object.defineProperty(o, "__esModule", {
  value: !0
}), o.Basics_Tools_Info = o.Basics_preview_weapon_Info = o.Basics_Weapon_Info = o.Basics_Wheel_Info = o.Basics_Body_Info = o.Template_Save_Info = o.getToolsIdList = o.getWeaponIdList = o.getWheelIdList = o.getBodyIdList = o.getRandomToolsElec = o.getRandomToolsHp = o.getRandomWeaponElec = o.getRandomWeaponDamage = o.getRandomWheelHp = o.getRandomCarElec = o.getRandomCarHp = o.GetRandomItemElec = o.getBuffItem = o.GetRandomItemDamage = o.GetRandomItemHp = o.GetBoxAllItemsData = o.getToolsData = o.getWeaponData = o.getWheelData = o.getBodyData = o.Tools_Info = o.Weapon_Info = o.Wheel_Info = o.Body_Info = o.getWeaponDataByIndex = o.getWheelDataByIndex = o.GetCarToolsData = o.GetCarWeaponData = o.GetCarWheelData = o.GetCarBodyData = o.Tools_ID = o.Weapon_ID = o.Car_Index = o.colliderTag = o.DataType = o.Basics_Items_Type = o.Item_Star_Max = o.Item_Level_Max = void 0;
var i = t("Util"),
    n = t("Global");

function a(t, e) {
  var o = i.Util.getRandomInt(10, 12) / 10;
  return Math.floor(t * o * e);
}

function r(t) {
  return 1 == t ? 5 : 2 == t ? i.Util.getRandomInt(7, 8) : t > 2 ? i.Util.getRandomInt(10, 18) : i.Util.getRandomInt(6, 8);
}

function s(t, e) {
  var o = i.Util.getRandomInt(10, 12) / 10;
  return Math.floor(t * o * (e + 1));
}

function l(t, e, o) {
  var n = i.Util.getRandomInt(10, 12) / 10,
      a = i.Util.getRandomInt(t, e);
  return Math.floor(a * n * o);
}

function c(t, e, o) {
  return 1 == o ? i.Util.getRandomInt(4, 5) : 2 == o ? i.Util.getRandomInt(4, 5) : i.Util.getRandomInt(t, e);
}

function d(t, e, o) {
  return i.Util.getRandomInt(t, e) * o;
}

function h(t, e, o) {
  return 1 == o ? 1 : 2 == o ? 2 : i.Util.getRandomInt(t, e);
}

o.Item_Level_Max = 60, o.Item_Star_Max = 5, o.Basics_Items_Type = {
  tools: "tools",
  weapon: "weapon",
  wheel: "wheel",
  body: "body",
  gold: "gold",
  diamond: "diamond"
}, o.DataType = {
  hp: "hp",
  damage: "damage"
}, o.colliderTag = {
  Hall: {
    body: 0,
    wheel: 1,
    weapon: 2,
    tools: 3
  },
  assembly: {
    body: 10,
    wheel: 11,
    weapon: 12,
    tools: 13
  }
}, function (t) {
  t[t.car01 = 0] = "car01", t[t.car02 = 1] = "car02", t[t.car03 = 2] = "car03", t[t.car04 = 3] = "car04", t[t.car05 = 4] = "car05";
}(o.Car_Index || (o.Car_Index = {})), o.Weapon_ID = {
  Rocket: "weapon01",
  Saw: "weapon02",
  Hammer: "weapon03",
  ElecSaw: "weapon04",
  Fist: "weapon05",
  DoubleSaw: "weapon06",
  Gatlin: "weapon07",
  Grapeshot: "weapon08",
  Laser: "weapon09",
  shotgun: "weapon10",
  Boomerang: "weapon11"
}, o.Tools_ID = {
  Tray: "tools01",
  RevThruster: "tools02",
  Thruster: "tools03",
  Harpoon: "tools04",
  Landmine: "tools05"
}, o.GetCarBodyData = function (t) {
  for (var e = 0; e < o.Body_Info.length; e++) {
    if (o.Body_Info[e].id == t) return o.Body_Info[e];
  }

  return null;
}, o.GetCarWheelData = function (t) {
  for (var e = 0; e < o.Wheel_Info.length; e++) {
    if (o.Wheel_Info[e].id == t) return o.Wheel_Info[e];
  }

  return null;
}, o.GetCarWeaponData = function (t) {
  for (var e = 0; e < o.Weapon_Info.length; e++) {
    if (o.Weapon_Info[e].id == t) return o.Weapon_Info[e];
  }

  return null;
}, o.GetCarToolsData = function (t) {
  for (var e = 0; e < o.Tools_Info.length; e++) {
    if (o.Tools_Info[e].id == t) return o.Tools_Info[e];
  }

  return null;
}, o.getWheelDataByIndex = function (t) {
  for (var e = 0; e < o.Wheel_Info.length; e++) {
    if (o.Wheel_Info[e].index == t) return o.Wheel_Info[e];
  }

  return null;
}, o.getWeaponDataByIndex = function (t) {
  for (var e = 0; e < o.Weapon_Info.length; e++) {
    if (o.Weapon_Info[e].index == t) return o.Weapon_Info[e];
  }

  return null;
}, o.Body_Info = [{
  id: "body01",
  index: 0,
  type: o.Basics_Items_Type.body,
  name: "滑头",
  assemblyScale: .8,
  rolePos: cc.v3(-69, 38, 0),
  roleRotation: 31,
  wheelPos: [cc.v3(-69, -42, 0), cc.v3(69, -42, 0)],
  weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
  toolsPos: [cc.v3(-59, 0, 0), cc.v3(0, 0, 0)],
  hallPos: cc.v3(0, -25, 0),
  shadowPos: cc.v3(0, -70, 0),
  gameLeftPos: cc.v3(-392, -30, 0),
  gameRightPos: cc.v3(392, -30, 0),
  description: "机身较轻，便于跳跃、飞行和越过障碍。",
  linearDamping: 0,
  linearVelocity: cc.v2(250, 0),
  angularDamping: 0,
  angularVelocity: 350
}, {
  id: "body02",
  index: 1,
  type: o.Basics_Items_Type.body,
  name: "泰坦",
  assemblyScale: .5,
  rolePos: cc.v3(-20, 88, 0),
  roleRotation: 0,
  wheelPos: [cc.v3(-62, -92, 0), cc.v3(52, -92, 0)],
  weaponPos: [cc.v3(30, -10, 0), cc.v3(0, 0, 0)],
  toolsPos: [cc.v3(-45, -10, 0), cc.v3(0, 0, 0)],
  hallPos: cc.v3(0, 10, 0),
  shadowPos: cc.v3(0, -110, 0),
  gameLeftPos: cc.v3(-367, 7, 0),
  gameRightPos: cc.v3(367, 7, 0),
  description: "机身最重，血量厚，存在稳定性问题。",
  linearDamping: 0,
  linearVelocity: cc.v2(200, 0),
  angularDamping: 0,
  angularVelocity: 50
}, {
  id: "body03",
  index: 2,
  type: o.Basics_Items_Type.body,
  name: "经典",
  assemblyScale: .6,
  rolePos: cc.v3(-90, 44, 0),
  roleRotation: 31,
  wheelPos: [cc.v3(-85, -72, 0), cc.v3(85, -72, 0)],
  weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
  toolsPos: [cc.v3(0, -20, 0), cc.v3(0, 0, 0)],
  hallPos: cc.v3(0, -10, 0),
  shadowPos: cc.v3(0, -85, 0),
  gameLeftPos: cc.v3(-392, -25, 0),
  gameRightPos: cc.v3(392, -25, 0),
  description: "血量最低，但是稳定，并且有很高的几率控制对手的战车。",
  linearDamping: 0,
  linearVelocity: cc.v2(200, 0),
  angularDamping: 0,
  angularVelocity: 50
}, {
  id: "body04",
  index: 3,
  type: o.Basics_Items_Type.body,
  name: "浪板",
  assemblyScale: .6,
  rolePos: cc.v3(-60, 44, 0),
  roleRotation: 0,
  wheelPos: [cc.v3(-85, -62, 0), cc.v3(85, -62, 0)],
  weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
  toolsPos: [cc.v3(-59, 0, 0), cc.v3(0, 0, 0)],
  hallPos: cc.v3(0, -10, 0),
  shadowPos: cc.v3(0, -85, 0),
  gameLeftPos: cc.v3(-392, -25, 0),
  gameRightPos: cc.v3(392, -25, 0),
  description: "造型美观，可与多种不同部件组合。",
  linearDamping: 0,
  linearVelocity: cc.v2(200, 0),
  angularDamping: 0,
  angularVelocity: 300
}, {
  id: "body05",
  index: 4,
  type: o.Basics_Items_Type.body,
  name: "磐石",
  assemblyScale: .6,
  rolePos: cc.v3(0, 58, 0),
  roleRotation: 0,
  wheelPos: [cc.v3(-85, -72, 0), cc.v3(85, -72, 0)],
  weaponPos: [cc.v3(59, 0, 0), cc.v3(0, 0, 0)],
  toolsPos: [cc.v3(-59, 0, 0), cc.v3(0, 0, 0)],
  hallPos: cc.v3(0, -10, 0),
  shadowPos: cc.v3(0, -85, 0),
  gameLeftPos: cc.v3(-392, -25, 0),
  gameRightPos: cc.v3(392, -25, 0),
  description: "适合跳跃和翻滚的机身。",
  linearDamping: 0,
  linearVelocity: cc.v2(200, 0),
  angularDamping: 0,
  angularVelocity: 300
}], o.Wheel_Info = [{
  id: "wheel01",
  index: 0,
  type: o.Basics_Items_Type.wheel,
  name: "旋钮轮",
  radius: 31,
  MotorTorque: 80,
  motorSpeed: 1e3,
  description: "最小车轮。"
}, {
  id: "wheel02",
  index: 1,
  type: o.Basics_Items_Type.wheel,
  name: "滚轮",
  radius: 31,
  MotorTorque: 80,
  motorSpeed: 1e3,
  description: "功能最多的车轮。"
}, {
  id: "wheel03",
  index: 2,
  type: o.Basics_Items_Type.wheel,
  name: "滑板轮",
  radius: 41,
  MotorTorque: 100,
  motorSpeed: 800,
  description: "尺寸和血量中等的车轮。"
}, {
  id: "wheel04",
  index: 3,
  type: o.Basics_Items_Type.wheel,
  name: "轱辘轮",
  radius: 45,
  MotorTorque: 150,
  motorSpeed: 600,
  description: "大型车轮，血量较多"
}], o.Weapon_Info = [{
  id: o.Weapon_ID.Rocket,
  index: 0,
  type: o.Basics_Items_Type.weapon,
  name: "火箭",
  anchor: cc.v2(.4, .5),
  description: "远程武器，伤害较高。"
}, {
  id: o.Weapon_ID.Saw,
  index: 1,
  type: o.Basics_Items_Type.weapon,
  name: "长钉",
  anchor: cc.v2(.1, .5),
  description: "战斗范围最广的最佳近战武器。"
}, {
  id: o.Weapon_ID.Hammer,
  index: 2,
  type: o.Basics_Items_Type.weapon,
  name: "圆锯",
  anchor: cc.v2(.9, .5),
  impulse: cc.v2(3e3, 0),
  description: "旋转、击打。可打破气球。"
}, {
  id: o.Weapon_ID.ElecSaw,
  index: 3,
  type: o.Basics_Items_Type.weapon,
  name: "电锯",
  anchor: cc.v2(.2, .5),
  description: "近战武器，射程近，伤害大。"
}, {
  id: o.Weapon_ID.Fist,
  index: 4,
  type: o.Basics_Items_Type.weapon,
  name: "伸缩拳头",
  anchor: cc.v2(.2, .5),
  description: "近战武器，射程近，伤害大。"
}, {
  id: o.Weapon_ID.DoubleSaw,
  index: 5,
  type: o.Basics_Items_Type.weapon,
  name: "双头锯",
  anchor: cc.v2(.5, .5),
  impulse: cc.v2(3e3, 0),
  description: "旋转、击打，击退。"
}, {
  id: o.Weapon_ID.Gatlin,
  index: 6,
  type: o.Basics_Items_Type.weapon,
  name: "加特林",
  anchor: cc.v2(.5, .5),
  description: "射速快，火力强"
}, {
  id: o.Weapon_ID.Grapeshot,
  index: 7,
  type: o.Basics_Items_Type.weapon,
  name: "三重榴弹",
  anchor: cc.v2(.5, .5),
  description: "可以一次发射三发的榴弹炮"
}, {
  id: o.Weapon_ID.Laser,
  index: 8,
  type: o.Basics_Items_Type.weapon,
  name: "激光炮",
  anchor: cc.v2(.5, .5),
  description: "可以一击必杀的强力武器"
}, {
  id: o.Weapon_ID.shotgun,
  index: 9,
  type: o.Basics_Items_Type.weapon,
  name: "霰弹枪",
  anchor: cc.v2(.5, .5),
  impulse: cc.v2(450, 0),
  description: "离得越近，威力越大"
}, {
  id: o.Weapon_ID.Boomerang,
  index: 10,
  type: o.Basics_Items_Type.weapon,
  name: "回旋镖",
  anchor: cc.v2(.2, .5),
  description: "可回收武器，绿色环保"
}], o.Tools_Info = [{
  id: o.Tools_ID.RevThruster,
  index: 1,
  type: o.Basics_Items_Type.tools,
  name: "反推器",
  anchor: cc.v2(.5, .5),
  impulse: cc.v2(3500, 0),
  rotation: 0,
  description: "向后推动战车，然后失效"
}, {
  id: o.Tools_ID.Thruster,
  index: 2,
  type: o.Basics_Items_Type.tools,
  name: "推进器",
  anchor: cc.v2(.5, .5),
  impulse: cc.v2(3500, 0),
  rotation: 0,
  description: "使战车加速向前，然后无效"
}, {
  id: o.Tools_ID.Harpoon,
  index: 3,
  type: o.Basics_Items_Type.tools,
  name: "鱼叉",
  anchor: cc.v2(.5, .5),
  time: 2,
  lineLength: 1664,
  speed: 80,
  rotation: 0,
  description: "接触敌人后爆炸并将其抛回"
}, {
  id: o.Tools_ID.Landmine,
  index: 4,
  type: o.Basics_Items_Type.tools,
  name: "地雷装置",
  anchor: cc.v2(.4, .5),
  impulse: cc.v2(35e3, 0),
  rotation: 0,
  description: "放置地雷"
}], o.getBodyData = function (t) {
  for (var e = 0; e < o.Basics_Body_Info.length; e++) {
    if (o.Basics_Body_Info[e].id == t) return o.Basics_Body_Info[e];
  }

  return null;
}, o.getWheelData = function (t) {
  for (var e = 0; e < o.Basics_Wheel_Info.length; e++) {
    if (o.Basics_Wheel_Info[e].id == t) return o.Basics_Wheel_Info[e];
  }

  return null;
}, o.getWeaponData = function (t) {
  for (var e = 0; e < o.Basics_Weapon_Info.length; e++) {
    if (o.Basics_Weapon_Info[e].id == t) return o.Basics_Weapon_Info[e];
  }

  return null;
}, o.getToolsData = function (t) {
  for (var e = 0; e < o.Basics_Tools_Info.length; e++) {
    if (o.Basics_Tools_Info[e].id == t) return o.Basics_Tools_Info[e];
  }

  return null;
}, o.GetBoxAllItemsData = function () {
  for (var t = [], e = 0; e < o.Basics_Body_Info.length; e++) {
    t.push(o.Basics_Body_Info[e]);
  }

  for (e = 0; e < o.Basics_Wheel_Info.length; e++) {
    t.push(o.Basics_Wheel_Info[e]);
  }

  for (e = 0; e < o.Basics_Weapon_Info.length; e++) {
    t.push(o.Basics_Weapon_Info[e]);
  }

  for (e = 0; e < o.Basics_Tools_Info.length; e++) {
    t.push(o.Basics_Tools_Info[e]);
  }

  return t;
}, o.GetRandomItemHp = function (t, e) {
  switch (t.type) {
    case o.Basics_Items_Type.body:
      return a(t.hpMax, e);

    case o.Basics_Items_Type.wheel:
      return s(t.hpMax, e);

    case o.Basics_Items_Type.weapon:
      return 0;

    case o.Basics_Items_Type.tools:
      return d(t.hpMin, t.hpMax, e);
  }
}, o.GetRandomItemDamage = function (t, e) {
  switch (t.type) {
    case o.Basics_Items_Type.body:
    case o.Basics_Items_Type.wheel:
      return 0;

    case o.Basics_Items_Type.weapon:
      return l(t.damageMin, t.damageMax, e);

    case o.Basics_Items_Type.tools:
      return 0;
  }
}, o.getBuffItem = function (t) {
  var e = t.type;

  if (e == o.Basics_Items_Type.body) {
    t.quality = n.Quality.epic;

    for (var a, r, s = [o.Basics_Items_Type.body, o.Basics_Items_Type.wheel, o.Basics_Items_Type.tools, o.Basics_Items_Type.weapon], l = s[i.Util.getRandomInt(0, s.length)], c = 1.05, d = {
      type: null,
      id: null,
      buffType: n.BuffType.hp,
      number: 0
    }; e == l;) {
      l = s[i.Util.getRandomInt(0, s.length)];
    }

    switch (l) {
      case o.Basics_Items_Type.body:
        a = o.Basics_Body_Info[i.Util.getRandomInt(0, o.Basics_Body_Info.length)].id;
        break;

      case o.Basics_Items_Type.wheel:
        a = o.Basics_Wheel_Info[i.Util.getRandomInt(0, o.Basics_Wheel_Info.length)].id;
        break;

      case o.Basics_Items_Type.weapon:
        a = o.Basics_Weapon_Info[i.Util.getRandomInt(0, o.Basics_Weapon_Info.length)].id;
        break;

      case o.Basics_Items_Type.tools:
        a = o.Basics_Tools_Info[i.Util.getRandomInt(0, o.Basics_Tools_Info.length)].id;
    }

    return r = l == o.Basics_Items_Type.weapon ? n.BuffType.damage : n.BuffType.hp, i.Util.probability(.03) ? c = 1.5 : i.Util.probability(.05) ? c = 1.2 : i.Util.probability(.1) ? c = 1.15 : i.Util.probability(.15) ? c = 1.1 : i.Util.probability(.2) && (c = 1.05), d.type = l, d.id = a, d.buffType = r, d.number = c, d;
  }
}, o.GetRandomItemElec = function (t, e) {
  switch (t.type) {
    case o.Basics_Items_Type.body:
      return r(e);

    case o.Basics_Items_Type.wheel:
      return 0;

    case o.Basics_Items_Type.weapon:
      return c(t.elecMin, t.elecMin, e);

    case o.Basics_Items_Type.tools:
      return h(t.elecMin, t.elecMax, e);
  }
}, o.getRandomCarHp = a, o.getRandomCarElec = r, o.getRandomWheelHp = s, o.getRandomWeaponDamage = l, o.getRandomWeaponElec = c, o.getRandomToolsHp = d, o.getRandomToolsElec = h, o.getBodyIdList = function () {
  for (var t = [], e = 0; e < o.Basics_Body_Info.length; e++) {
    var i = o.Basics_Body_Info[e];
    t.push(i.id);
  }

  return t;
}, o.getWheelIdList = function () {
  for (var t = [], e = 0; e < o.Basics_Wheel_Info.length; e++) {
    var i = o.Basics_Wheel_Info[e];
    t.push(i.id);
  }

  return t;
}, o.getWeaponIdList = function () {
  for (var t = [], e = 0; e < o.Basics_Weapon_Info.length; e++) {
    var i = o.Basics_Weapon_Info[e];
    t.push(i.id);
  }

  return t;
}, o.getToolsIdList = function () {
  return [o.Tools_ID.Harpoon, o.Tools_ID.Thruster];
}, o.Template_Save_Info = {
  uid: 0,
  id: "",
  type: "",
  hp: 0,
  damage: 0,
  elec: 0,
  star: 0
}, o.Basics_Body_Info = [{
  id: "body01",
  index: 0,
  type: o.Basics_Items_Type.body,
  name: "滑头",
  hpMin: 36,
  hpMax: 36,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 6,
  elecMax: 18,
  starMin: 1,
  starMax: 5
}, {
  id: "body02",
  index: 1,
  type: o.Basics_Items_Type.body,
  name: "泰坦",
  hpMin: 54,
  hpMax: 54,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 6,
  elecMax: 18,
  starMin: 1,
  starMax: 5
}, {
  id: "body03",
  index: 2,
  type: o.Basics_Items_Type.body,
  name: "经典",
  hpMin: 27,
  hpMax: 27,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 6,
  elecMax: 18,
  starMin: 1,
  starMax: 5
}, {
  id: "body04",
  index: 3,
  type: o.Basics_Items_Type.body,
  name: "浪板",
  hpMin: 27,
  hpMax: 27,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 6,
  elecMax: 18,
  starMin: 1,
  starMax: 5
}, {
  id: "body05",
  index: 4,
  type: o.Basics_Items_Type.body,
  name: "磐石",
  hpMin: 27,
  hpMax: 27,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 6,
  elecMax: 18,
  starMin: 1,
  starMax: 5
}], o.Basics_Wheel_Info = [{
  id: "wheel01",
  index: 0,
  type: o.Basics_Items_Type.wheel,
  name: "旋钮轮",
  hpMin: 5,
  hpMax: 5,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 0,
  elecMax: 0,
  starMin: 1,
  starMax: 5,
  description: "最小车轮。"
}, {
  id: "wheel02",
  index: 1,
  type: o.Basics_Items_Type.wheel,
  name: "滚轮",
  hpMin: 7,
  hpMax: 7,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 0,
  elecMax: 0,
  starMin: 1,
  starMax: 5,
  description: "功能最多的车轮。"
}, {
  id: "wheel03",
  index: 2,
  type: o.Basics_Items_Type.wheel,
  name: "滑板轮",
  hpMin: 6,
  hpMax: 6,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 0,
  elecMax: 0,
  starMin: 1,
  starMax: 5,
  description: "尺寸和血量中等的车轮。"
}, {
  id: "wheel04",
  index: 3,
  type: o.Basics_Items_Type.wheel,
  name: "轱辘轮",
  hpMin: 6,
  hpMax: 6,
  quality: n.Quality.common,
  damageMin: 0,
  damageMax: 0,
  elecMin: 0,
  elecMax: 0,
  starMin: 1,
  starMax: 5,
  description: "大型车轮，血量较多"
}], o.Basics_Weapon_Info = [{
  id: o.Weapon_ID.Rocket,
  index: 0,
  type: o.Basics_Items_Type.weapon,
  name: "火箭",
  quality: n.Quality.common,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "远程武器，伤害较高。"
}, {
  id: o.Weapon_ID.Saw,
  index: 1,
  type: o.Basics_Items_Type.weapon,
  name: "长钉",
  quality: n.Quality.common,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "战斗范围最广的最佳近战武器。"
}, {
  id: o.Weapon_ID.Hammer,
  index: 2,
  type: o.Basics_Items_Type.weapon,
  name: "圆锯",
  quality: n.Quality.common,
  damageMin: 4,
  damageMax: 4,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "旋转、击打。可打破气球。"
}, {
  id: o.Weapon_ID.ElecSaw,
  index: 3,
  type: o.Basics_Items_Type.weapon,
  name: "电锯",
  quality: n.Quality.common,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "近战武器，射程近，伤害大。"
}, {
  id: o.Weapon_ID.Fist,
  index: 4,
  type: o.Basics_Items_Type.weapon,
  name: "伸缩拳头",
  quality: n.Quality.common,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "近战武器，射程近，伤害大。"
}, {
  id: o.Weapon_ID.DoubleSaw,
  index: 5,
  type: o.Basics_Items_Type.weapon,
  name: "双头锯",
  quality: n.Quality.epic,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "旋转、击打。击退"
}, {
  id: o.Weapon_ID.Gatlin,
  index: 6,
  type: o.Basics_Items_Type.weapon,
  name: "加特林",
  quality: n.Quality.Legendary,
  damageMin: 15,
  damageMax: 15,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "连续打击"
}, {
  id: o.Weapon_ID.Grapeshot,
  index: 7,
  type: o.Basics_Items_Type.weapon,
  name: "三重榴弹炮",
  quality: n.Quality.Legendary,
  damageMin: 16,
  damageMax: 16,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "一次发射三发榴弹炮"
}, {
  id: o.Weapon_ID.Laser,
  index: 8,
  type: o.Basics_Items_Type.weapon,
  name: "激光炮",
  quality: n.Quality.Legendary,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "可以一击必杀的强力武器"
}, {
  id: o.Weapon_ID.shotgun,
  index: 9,
  type: o.Basics_Items_Type.weapon,
  name: "霰弹枪",
  quality: n.Quality.epic,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "离得越近，威力越大"
}, {
  id: o.Weapon_ID.Boomerang,
  index: 10,
  type: o.Basics_Items_Type.weapon,
  name: "回旋镖",
  quality: n.Quality.epic,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "可回收武器，绿色环保"
}], o.Basics_preview_weapon_Info = [{
  id: "weapon12",
  index: 11,
  type: o.Basics_Items_Type.weapon,
  name: "机甲巨炮",
  quality: n.Quality.Legendary,
  damageMin: 8,
  damageMax: 8,
  elecMin: 4,
  elecMax: 8,
  starMin: 1,
  starMax: 5,
  description: "毁天灭地"
}], o.Basics_Tools_Info = [{
  id: o.Tools_ID.RevThruster,
  index: 1,
  type: o.Basics_Items_Type.tools,
  name: "反推器",
  quality: n.Quality.common,
  hpMin: 8,
  hpMax: 8,
  elecMin: 1,
  elecMax: 2,
  starMin: 1,
  starMax: 5,
  description: "向后推动战车，然后失效"
}, {
  id: o.Tools_ID.Thruster,
  index: 2,
  type: o.Basics_Items_Type.tools,
  name: "推进器",
  quality: n.Quality.common,
  hpMin: 8,
  hpMax: 8,
  elecMin: 1,
  elecMax: 2,
  starMin: 1,
  starMax: 5,
  description: "使战车加速向前，然后无效"
}, {
  id: o.Tools_ID.Harpoon,
  index: 3,
  type: o.Basics_Items_Type.tools,
  name: "鱼叉",
  quality: n.Quality.common,
  hpMin: 6,
  hpMax: 6,
  elecMin: 1,
  elecMax: 2,
  starMin: 1,
  starMax: 5,
  description: "接触敌人后爆炸并将其抛回"
}, {
  id: o.Tools_ID.Landmine,
  index: 4,
  type: o.Basics_Items_Type.tools,
  name: "地雷装置",
  quality: n.Quality.Legendary,
  hpMin: 6,
  hpMax: 6,
  elecMin: 1,
  elecMax: 2,
  starMin: 1,
  starMax: 5,
  description: "放置地雷"
}];

cc._RF.pop();